![]() For naval leaders, each siege pip adds +10% to the amount of development the fleet can effectively blockade.For land leaders, each siege pip adds +1 to the siege roll, making sieges go faster.Siege pips have different effects for land and naval leaders: increases the amount of units the Backline can reinforce per day by +1 per 2 maneuver pips of commanding general.increases movement speed of armies by 5% for each pip.River and strait crossing penalties can be negated if the attacking general has at least 1 more maneuver than the defending general.increases local reinforce speed by 10% in unowned (occupied, ally, subject or enemy) terrain, but not beyond 100%.(This does not negate base attrition from sieges, winters, or "Attrition for Enemies" modifiers.) reduces unit supply weight by 1, reducing attrition in low supply provinces.The leader's maneuver affects the movement speed of the army or fleet it is assigned to. Please help with verifying or updating this section. The requirement for recalling leaders is the same as that for assigning them, although generals can be effectively recalled from embarked armies by reassigning them. In this case, the chosen leader will immediately teleport over to lead the currently selected unit regardless of where he was previously located. When assigning leaders to armies and fleets, it is possible to select leaders that are already assigned to another unit, if that unit is not in battle, in hostile territory, or on an Exploration mission. Admirals and explorers can be assigned to any fleets within supply range that are not in battle. Exiled units may assign leaders in the same circumstances non-exiled units are able to. They can be assigned in provinces that are owned, allied, neutral, or uncolonized. Generals and conquistadors can only be assigned to armies that are not in battle, hostile territory, or embarked at sea. Murud-Janjira Fort gives 0/0/ −10% Admiral costĪssigning and recalling leaders With ‘Burghers in the Admirality’ privilege granted to Burghers estate Sankin-kotai Palaces gives 0/ −10%/ −10% General cost Aristocratic idea 5: International Nobility.With ‘Guaranteed Leadership of Host’ privilege granted to Tribes estate With ‘Nobility in Officer Corps’ privilege granted to Nobility estate Type-specific modifiers reduce only the cost of one leader type. Noblility privilege “Command of the Military” Tysyatsky Office government reform (tier 2 republic and monarchy) Great Man government reform (tier 1 tribal government) Nobles of the Robe government reform (tier 4 monarchy) The Legion of Honor government reform (tier 2 revolutionary monarchy) The general modifier ‘leader cost’ reduces the cost of all types of leaders. The recruiting cost of leaders may be affected by general and type-specific modifiers which are summed. The base cost for recruiting a leader are 50 monarch power - miltary power for land leaders and diplomatic power for naval leaders. Recruiting cost of military leaders is computed as follows: Having at least one 3-star general or admiral is an age objective in the ‘Age of Revolutions’. Leaders that win a battle may be awarded a special trait that enhances their performance. A leader may increase more than once if they continue drilling. Land leaders that drill armies may get an increase to their pips at times. Most leaders last around 12 years before dying. The odds of a general or admiral dying from combat are fairly low. A monarch's or heir's skill is additionally affected by their military rating. Female heirs may not be made into leaders.Ī leader's skill is dependent on the army or navy tradition at the time they are hired. It does not cost monarch points to do so but the chance of dying increases slightly. A male heir in a monarchy can be made into an army leader after he has reached maturity (age 15).Female monarchs may not be made into leaders. It does not cost monarch points to do so, but the chance of dying increases slightly. ![]() A male ruler of a nation with a monarchic government or a government reform that can be made into a land leader at any time.They are the only leaders capable of exploring Terra Incognita. Conquistadors and explorers can only be recruited if the nation has taken Quest for the New World, the first idea from the Exploration idea group.Naval leaders can be placed in command of navies and come also in two subtypes – admirals and explorers. Land leaders can be placed in command of armies and come in two subtypes – generals and conquistadors. Military leaders come in two types: land and naval.
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